mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-24 18:56:33 +00:00
21b91adcdf
svn-id: r22408
474 lines
12 KiB
C++
474 lines
12 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2005-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "lure/game.h"
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#include "lure/strings.h"
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#include "lure/room.h"
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#include "lure/system.h"
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#include "lure/debug-input.h"
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#include "lure/debug-methods.h"
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#include "lure/scripts.h"
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#include "lure/res_struct.h"
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namespace Lure {
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static Game *int_game = NULL;
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Game &Game::getReference() {
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return *int_game;
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}
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Game::Game() {
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int_game = this;
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_slowSpeedFlag = true;
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_soundFlag = true;
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}
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void Game::nextFrame() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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HotspotList::iterator i;
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room.checkCursor();
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room.update();
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// Call the tick method for each hotspot - this is somewaht complicated
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// by the fact that a tick proc can unload both itself and/or others,
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// so we first get a list of the Ids, and call the tick proc for each
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// id in sequence if it's still active
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uint16 *idList = new uint16[res.activeHotspots().size()];
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int idSize = 0;
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for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
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Hotspot *hotspot = *i;
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idList[idSize++] = hotspot->hotspotId();
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}
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for (int idCtr = 0; idCtr < idSize; ++idCtr) {
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Hotspot *hotspot = res.getActiveHotspot(idList[idCtr]);
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if (hotspot)
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hotspot->tick();
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}
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delete[] idList;
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Screen::getReference().update();
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}
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void Game::execute() {
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OSystem &system = System::getReference();
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Room &r = Room::getReference();
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Resources &res = Resources::getReference();
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Events &events = Events::getReference();
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Mouse &mouse = Mouse::getReference();
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Screen &screen = Screen::getReference();
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//Menu &menu = Menu::getReference();
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ValueTableData &fields = res.fieldList();
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uint32 timerVal = system.getMillis();
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screen.empty();
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//_screen.resetPalette();
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screen.setPaletteEmpty();
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Script::execute(STARTUP_SCRIPT);
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// Load the first room
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r.setRoomNumber(1);
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// Set the player direction
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res.getActiveHotspot(PLAYER_ID)->setDirection(UP);
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r.update();
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mouse.setCursorNum(CURSOR_ARROW);
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mouse.cursorOn();
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while (!events.quitFlag) {
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// If time for next frame, allow everything to update
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if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
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timerVal = system.getMillis();
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nextFrame();
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}
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res.delayList().tick();
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while (events.pollEvent()) {
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if (events.type() == OSystem::EVENT_KEYDOWN) {
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uint16 roomNum = r.roomNumber();
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#ifdef LURE_DEBUG
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if (events.event().kbd.keycode == 282) {
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doDebugMenu();
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continue;
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}
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#endif
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switch (events.event().kbd.ascii) {
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case 27:
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events.quitFlag = true;
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break;
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#ifdef LURE_DEBUG
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case '+':
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while (++roomNum <= 51)
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if (res.getRoom(roomNum) != NULL) break;
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if (roomNum == 52) roomNum = 1;
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r.leaveRoom();
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r.setRoomNumber(roomNum);
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break;
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case '-':
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if (roomNum == 1) roomNum = 55;
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while (res.getRoom(--roomNum) == NULL) ;
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r.leaveRoom();
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r.setRoomNumber(roomNum);
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break;
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case '*':
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res.getActiveHotspot(PLAYER_ID)->setRoomNumber(
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r.roomNumber());
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break;
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#endif
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default:
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break;
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}
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}
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if ((events.type() == OSystem::EVENT_LBUTTONDOWN) ||
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(events.type() == OSystem::EVENT_RBUTTONDOWN))
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handleClick();
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}
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uint16 destRoom;
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destRoom = fields.getField(NEW_ROOM_NUMBER);
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if (destRoom != 0) {
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// Need to change the current room
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bool remoteFlag = fields.getField(OLD_ROOM_NUMBER) != 0;
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r.setRoomNumber(destRoom, remoteFlag);
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fields.setField(NEW_ROOM_NUMBER, 0);
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}
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destRoom = fields.playerNewPos().roomNumber;
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if (destRoom != 0) {
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playerChangeRoom();
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}
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system.updateScreen();
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system.delayMillis(10);
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}
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r.leaveRoom();
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}
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#ifdef LURE_DEBUG
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#define NUM_DEBUG_ITEMS 4
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const char *debugItems[NUM_DEBUG_ITEMS] =
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{"Toggle Info", "Set Room", "Show Active HS", "Show Room HS"};
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void Game::doDebugMenu() {
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uint16 index = PopupMenu::Show(NUM_DEBUG_ITEMS, debugItems);
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Room &r = Room::getReference();
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Resources &res = Resources::getReference();
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switch (index) {
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case 0:
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// Toggle co-ordinates
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r.setShowInfo(!r.showInfo());
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break;
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case 1:
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// Set room number:
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uint32 roomNumber;
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if (!input_integer("Enter room number:", roomNumber)) return;
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if (res.getRoom(roomNumber))
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r.setRoomNumber(roomNumber);
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else
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Dialog::show("The room does not exist");
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break;
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case 2:
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// Show active hotspots
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showActiveHotspots();
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break;
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case 3:
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// Show hotspots in room
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showRoomHotspots();
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break;
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default:
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break;
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}
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}
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#endif
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void Game::handleMenuResponse(uint8 selection) {
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switch (selection) {
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case MENUITEM_CREDITS:
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doShowCredits();
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break;
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case MENUITEM_RESTART_GAME:
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case MENUITEM_SAVE_GAME:
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case MENUITEM_RESTORE_GAME:
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break;
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case MENUITEM_QUIT:
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doQuit();
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break;
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case MENUITEM_TEXT_SPEED:
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doTextSpeed();
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break;
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case MENUITEM_SOUND:
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doSound();
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}
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}
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void Game::playerChangeRoom() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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ValueTableData &fields = res.fieldList();
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uint16 roomNum = fields.playerNewPos().roomNumber;
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fields.playerNewPos().roomNumber = 0;
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Point &newPos = fields.playerNewPos().position;
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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player->currentActions().clear();
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player->setRoomNumber(roomNum);
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//player->setPosition((newPos.x & 0xfff8) || 5, newPos.y & 0xfff8);
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player->setPosition(newPos.x, newPos.y);
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room.setRoomNumber(roomNum, false);
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}
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void Game::handleClick() {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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ValueTableData &fields = res.fieldList();
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Mouse &mouse = Mouse::getReference();
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uint16 oldRoomNumber = fields.getField(OLD_ROOM_NUMBER);
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if (room.checkInTalkDialog()) {
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// Close the active talk dialog
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room.setTalkDialog(0, 0);
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} else if (oldRoomNumber != 0) {
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// Viewing a room remotely - handle returning to prior room
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if ((room.roomNumber() != 35) || (fields.getField(87) == 0)) {
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// Reset player tick proc and signal to change back to the old room
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res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
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fields.setField(NEW_ROOM_NUMBER, oldRoomNumber);
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fields.setField(OLD_ROOM_NUMBER, 0);
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}
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} else if ((room.cursorState() == CS_TALKING) ||
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(res.getTalkState() != TALK_NONE)) {
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// Currently talking, so let its tick proc handle it
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} else if (mouse.y() < MENUBAR_Y_SIZE) {
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uint8 response = Menu::getReference().execute();
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if (response != MENUITEM_NONE)
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handleMenuResponse(response);
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} else if ((room.cursorState() == CS_SEQUENCE) ||
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(room.cursorState() == CS_UNKNOWN)) {
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// No action necessary
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} else {
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if (mouse.lButton())
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handleLeftClick();
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else
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handleRightClickMenu();
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}
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}
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void Game::handleRightClickMenu() {
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Room &room = Room::getReference();
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Resources &res = Resources::getReference();
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ValueTableData &fields = res.fieldList();
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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HotspotData *hotspot;
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Action action;
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uint32 actions;
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uint16 itemId = 0xffff;
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if (room.hotspotId() != 0) {
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// Get hotspot actions
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actions = room.hotspotActions();
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} else {
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// Standard actions - drink, examine, look, status
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actions = 0x1184000;
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}
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// If no inventory items remove entries that require them
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if (res.numInventoryItems() == 0)
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actions &= 0xFEF3F9FD;
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// If the player hasn't any money, remove any bribe entry
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if (res.fieldList().numGroats() == 0)
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actions &= 0xFF7FFFFF;
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action = NONE;
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hotspot = NULL;
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bool breakFlag = false;
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while (!breakFlag) {
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action = PopupMenu::Show(actions);
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switch (action) {
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case LOOK:
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case STATUS:
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breakFlag = true;
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break;
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case GIVE:
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case USE:
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case EXAMINE:
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case DRINK:
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if (action != DRINK)
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hotspot = res.getHotspot(room.hotspotId());
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itemId = PopupMenu::ShowInventory();
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breakFlag = (itemId != 0xffff);
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if (breakFlag)
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fields.setField(USE_HOTSPOT_ID, itemId);
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break;
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default:
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hotspot = res.getHotspot(room.hotspotId());
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breakFlag = true;
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break;
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}
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}
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if (action != NONE) {
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player->stopWalking();
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doAction(action, (hotspot != NULL) ? hotspot->hotspotId : 0, itemId);
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}
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}
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void Game::handleLeftClick() {
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Room &room = Room::getReference();
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Mouse &mouse = Mouse::getReference();
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Resources &res = Resources::getReference();
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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room.setCursorState(CS_NONE);
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player->stopWalking();
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player->setDestHotspot(0);
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player->setActionCtr(0);
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if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
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// Handle look at hotspot
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doAction(LOOK_AT, room.hotspotId(), 0xffff);
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} else if (room.destRoomNumber() != 0) {
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// Walk to another room
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RoomExitCoordinateData &exitData =
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res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber());
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player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
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room.hotspotId() == 0 ? 0xffff : room.hotspotId());
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} else {
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// Walking within room
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player->walkTo(mouse.x(), mouse.y(), 0);
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}
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}
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void Game::doAction(Action action, uint16 hotspotId, uint16 usedId) {
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Resources &res = Resources::getReference();
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Room &room = Room::getReference();
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ValueTableData &fields = res.fieldList();
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Hotspot *player = res.getActiveHotspot(PLAYER_ID);
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fields.setField(CHARACTER_HOTSPOT_ID, PLAYER_ID);
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fields.setField(ACTIVE_HOTSPOT_ID, hotspotId);
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fields.setField(USE_HOTSPOT_ID, usedId);
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res.setCurrentAction(action);
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room.setCursorState(CS_ACTION);
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player->setCurrentAction(DISPATCH_ACTION, action, hotspotId, usedId);
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}
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void Game::doShowCredits() {
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Events &events = Events::getReference();
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Mouse &mouse = Mouse::getReference();
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Screen &screen = Screen::getReference();
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mouse.cursorOff();
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Palette p(CREDITS_RESOURCE_ID - 1);
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Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
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screen.setPalette(&p);
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s->copyToScreen(0, 0);
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delete s;
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events.waitForPress();
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screen.resetPalette();
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screen.update();
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mouse.cursorOn();
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}
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void Game::doQuit() {
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Mouse &mouse = Mouse::getReference();
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Events &events = Events::getReference();
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Screen &screen = Screen::getReference();
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mouse.cursorOff();
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Surface *s = Surface::newDialog(190, "Are you sure (y/n)?");
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s->centerOnScreen();
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delete s;
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char key = '\0';
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do {
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if (events.pollEvent()) {
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if (events.event().type == OSystem::EVENT_KEYDOWN) {
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key = events.event().kbd.ascii;
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if ((key >= 'A') && (key <= 'Z')) key += 'a' - 'A';
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}
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}
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} while (((uint8) key != 27) && (key != 'y') && (key != 'n'));
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events.quitFlag = key == 'y';
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if (!events.quitFlag) {
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screen.update();
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mouse.cursorOn();
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}
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}
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void Game::doTextSpeed() {
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Menu &menu = Menu::getReference();
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_slowSpeedFlag = !_slowSpeedFlag;
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const char *pSrc = _slowSpeedFlag ? "Slow" : "Fast";
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char *pDest = menu.getMenu(2).getEntry(1);
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memcpy(pDest, pSrc, 4);
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}
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void Game::doSound() {
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Menu &menu = Menu::getReference();
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_soundFlag = !_soundFlag;
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const char *pSrc = _soundFlag ? "on " : "off";
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char *pDest = menu.getMenu(2).getEntry(2) + 6;
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memcpy(pDest, pSrc, 3);
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}
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} // end of namespace Lure
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